ui-animation-pipeline

ui-animation-pipeline is a skill for Claude Code from MRCalderon3D/everything-game-dev-code. It costs 19 tokens per session (648 once invoked), scanned A, original, MIT.

A set of rules for animating interface elements during actions, screen changes, alerts, and progress updates.

In plain words
What is it for?
It helps define hover, press, focus, disabled, transition, attention, and progress animations, along with reduced-motion alternatives.
Why use it?
It prevents uneven timing and confusing motion across screens while accounting for players who prefer reduced motion.

Skill for Claude Code

Written for Claude Code: shipped in a Claude Code plugin.

Part of the everything-game-dev-code plugin — 29 skills, 67 commands, 42 agents, 3 hooks, 6 MCP servers shipped together

Good fit It helps define hover, press, focus, disabled, transition, attention, and progress animations, along with reduced-motion alternatives.

Compare 6 skills from other repositories ↓
Install with agentmods
npx agentmods add skills/mrcalderon3d/everything-game-dev-code/ui-animation-pipeline
Install

Getting it into your agent

One page per mod, every tool's command on it. A separate URL per tool would split the same page into five that compete with each other.

Any agent
npx skills add MRCalderon3D/everything-game-dev-code --skill ui-animation-pipeline
Clone the repo
git clone --depth 1 https://github.com/MRCalderon3D/everything-game-dev-code

Made for: Claude Code.

Or install everything-game-dev-code, the plugin that ships this one along with the rest of its 29 skills, 67 commands, 42 agents, 3 hooks, 6 MCP servers.

Wrote this? Show the measurements

A badge with what this costs and how it scanned, read live from this page, so it follows the numbers instead of freezing them. Markdown for a README, HTML for a documentation site or a project page.

agentmods badge for ui-animation-pipeline

README.md
[![agentmods](https://agentmods.dev/badge/skills/mrcalderon3d/everything-game-dev-code/ui-animation-pipeline.svg)](https://agentmods.dev/skills/mrcalderon3d/everything-game-dev-code/ui-animation-pipeline)
Your own site
<a href="https://agentmods.dev/skills/mrcalderon3d/everything-game-dev-code/ui-animation-pipeline"><img src="https://agentmods.dev/badge/skills/mrcalderon3d/everything-game-dev-code/ui-animation-pipeline.svg" alt="Measured on agentmods" height="20"></a>
Per session 19 Skills are progressive disclosure: only the name and description are preloaded; the body loads when the skill is used.
When invoked 648 The whole file, excluding the scripts and references it only reads on demand.
Security scan A 0 findings. A grade says what 26 rules found in the file — not that it is safe. Third-party audits
  • NVIDIA SkillSpector pass 7 Sept 2026
How audits are shown
Origin original No closer match found in the catalogue.
Token cost

What it costs to keep this loaded

Counted locally with the o200k_base tokenizer, which is exact for GPT models; Claude uses its own tokenizer and its counts differ. Treat this as one consistent yardstick across the catalogue rather than a bill. Prices are per million input tokens.

ModelPer sessionOnce invoked
Fable 5.1 $0.00019 $0.00648
Opus 5 $0.00010 $0.00324
Sonnet 5 $0.00004 $0.00130
Haiku 4.5 $0.00002 $0.00065

Measured 4d ago against content hash f052a87ebbc6, method: parsed. Prices are Anthropic first-party input rates as of 2026-09-07, from the pricing page.

Security

Grade A, and why

ui-animation-pipeline scanned grade A with 0 findings against 26 rules in 11 categories — prompt injection, anti-refusal, data exfiltration, privilege escalation, supply chain, agent snooping, system-prompt leakage, SSRF and excessive agency — measured 4d ago.

A static scan of the body, not an audit. Every finding is printed with the line that produced it so you can judge whether it matters here. A mod is markdown that instructs an agent; that is exactly why what it instructs is worth reading.

Nothing flagged

None of the 26 patterns this scan looks for appear in this file: no shell pipes, no recursive deletes, no credential paths, no hidden text, no instruction-override or anti-refusal phrasing, no agent-config snooping. That is not a guarantee, it is the absence of the things that are checkable.

skills/art-audio-content/ui-animation-pipeline/SKILL.md · 72 lines

How it starts

The opening of the file, as written. The whole thing — 72 lines — stays where its author put it; the contents beside it link to each section on GitHub.

UI Animation Pipeline

Purpose

Define transition, feedback, and state-driven animation rules for UI elements so interactions feel responsive, screens transition smoothly, and animations stay within performance budgets.

Use When

  • UI elements need hover, press, focus, or disabled state feedback
  • screen transitions need standardization (fade, slide, scale)
  • UI animations are inconsistent in timing, easing, or direction across screens
  • new UI screens are being added and need animation behavior that follows project conventions

Inputs

  • UI flow map (screens, transitions, popups)
  • interaction states per element type (normal, hover, pressed, focused, disabled)
  • target frame rate and animation budget
  • accessibility requirements (reduced motion preference)

Process

  1. define animation categories: state feedback (hover, press), screen transitions (in/out), attention (pulse, bounce), progress (fill, count)
  2. set duration, easing curve, and delay rules per category
  3. establish a reduced-motion fallback for each animation (instant cut or opacity-only)
  4. configure animation via code (tweens, coroutines, or animation system) — not baked sprite sheets
  5. validate animation timing, overlap behavior, and cancellation safety

Outputs

  • UI animation convention document (durations, easings, directions per category)
  • state feedback specification per element type
  • screen transition specification (in/out pairs)
  • reduced-motion fallback map
  • validation checklist for new UI animations

Quality Bar

  • every UI animation has a defined duration and easing — no magic numbers in code
  • state feedback is immediate (under 100ms response time)
  • screen transitions do not block input for more than 300ms
  • reduced-motion fallback exists for every animation
  • animations cancel cleanly when interrupted (no stuck states)

Common Failure Modes

  • inconsistent easing curves that make the UI feel disjointed
  • animations that block input, making the UI feel sluggish
  • missing cancellation logic that leaves elements in mid-animation state
  • no reduced-motion fallback, failing accessibility requirements
  • overlapping animations that compete for the same element

Read the full file on GitHub · 72 lines

Changes

What this file has done since we first saw it

Hashed on every crawl. A supply-chain change to an agent config is a question of when, not whether, so the history is kept rather than the latest state alone.

  1. 4d ago First seen · 72 lines · 19 tokens per session scan A f052a87ebbc6

Subscribe to this mod's changes

ui-animation-pipeline is a skill published in the GitHub repository MRCalderon3D/everything-game-dev-code (81 stars, last pushed 18d ago), licensed MIT. It adds 19 tokens to every session and 648 once invoked, about $0.0001 per session on Opus 5. A static security scan graded it A with 0 findings. No closer match exists in the catalogue, so it is treated as the original; first seen 2026-09-03.

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